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DispatchFactbookOverview

by The World Machine of Shwe Tu Colony. . 68 reads.

The Adventurers Guild

— The Adventurers Guild —


Despite its old age, the Adventurers Guild has typically stayed out of international diplomacy and the like as a non-governmental organization, reserving its Adventurers' services mainly in mutually-beneficial Dungeon and Raid clearing over fighting anyone's wars. Founded in the first few years of World Machine's existence, The Adventurers Guild was united by various Adventurers from the existing Regions, and organized their operations in Dungeons, Raids, and other such services. Today, the Adventurers Guild has largely operated in a world at peace, and are sometimes derogatorily referred to as the Errand Runners' Guild due to how most of their offered operations don't feature the typical violence of old. However, where there's trouble, there will always be the Adventurers Guild.

The leader of the Guild, Naram, is an unseen presence whose voice is heard by Regional Managers and none else. Each Region is tended to by a Secretary and Regional Manager.
Amalia Rose, Regional Manager of the Ensian Region. As a former Divine Chariot of the Ensian Church, Amalia still holds her faith close to her heart.
The Gatekeeper, Regional Manager of the Thryllasian Region. As a Beastmaster, The Gatekeeper is also in charge of maintaining and taming violent beasts across World Machine.


One of their most famed Expeditions was into The Wastes south of the Krdatir Region, wherein they recovered the Lusuza, who are now generally in service of the Guild:

Osoru, Book of Music. Able to summon the lost instruments of the former empire of The Wastes, Osoru was the first of the Lusuza to be rediscovered, and takes on the appearance of a young boy. He does not understand the concept of personal boundaries and is constantly playing forgotten instruments. A good friend of the Seigneur of Liberté — Château des Nuages. Generally, Osoru can be found flitting between the branches, playing music to restore the spirits of the weary Adventurer.

Kalusa, Book of Complaints. Even if her book is just filled with people whining, Kalusa has proved herself to be an excellent customer service representative. She serves as the secretary of the Guild's Wastes branch.

Belukala, Book of Medicine. The twin of Kitainu, Belukala's clumsy nature and lively attitude mean that he is frequently covered in bandages, much to his twin's annoyance. Nonetheless, his ability to remain bright and cheery in even the most grim situations make him a welcome respite for weary Adventurers. He and his twin are always together, and usually teleport or portal to other branches in order to aid any returning or outgoing Adventurers.

Kitainu, Book of Protection. The twin of Belukala, Kitainu is much more dreary and reserved compared to his twin brother, but for any Adventurers heading out, Kitainu is always there to give them his Warding blessings, for an initial advantage in whatever affairs they're heading into. He and his twin are always together, and usually teleport or portal to other branches in order to aid any returning or outgoing Adventurers.


— Categories —

Apprentices: Due to the unusual rewards that can occur in Dungeons, Adventurers return with babies or children in their loot pool every twenty years. Apprentices are these individuals, and are confined to education and minor errands in the Guild's buildings. Consequently, they are not listed in the Adventurers Compendium, and should not be expected to enter any normal contracts despite their remarkable power for their age. All Apprentices have a unique brand of Creation motif that represents their Dungeon or Raid of origin, as well as a unique Apotheosis ability that expunges their Soul in an ability of unparalleled power — though, none have seen nor recorded an Apotheosis. Rather, Apprentices sense that it exists, but the potential to cease to be is not a price that many would take.
Team: Adventurers of this category exclusively operate as teams in their section.
Dungeoneer: Adventurers of this category are specialized in extended operations in Dungeons.
Raider: Adventurers of this category are specialized in fighting high-value Bosses or targets.
Errand Runner: Adventurers of this category are specialized in acquiring and delivering goods.
Recon: Adventurers of this category are specialized in gathering information and getting away with it.
Gatherer: Adventurers of this category are specialized in gathering physical resources.
Crafter: Adventurers of this category are specialized in creating custom weaponry, tools, armor, equipment, etc...
Commanders: Adventurers of this category are specialized in strategizing and constructing enormous bases.
Miscellaneous: Adventurers of this category are specialized in something that does not belong in the above categories.


— Apprentices —


Raven Orchard
Race: Dark-affiliated Demon
Class: Wizard
Origin: Heraldry of The Four Kings
Physical Armament: Spear
Magical Armament: Binding magic, Machine magic
Scientific Armament: Pistol
Though many had expected a Heraldry of The Four Kings Apprentice to be of a grimmer personality, Raven nonetheless maintains a chipper personality. Her magic is optimized towards manipulating machinery, whether by taking direct mechanical control of it or Binding parts of it, while her Creation motif is able to mimic and create scientific armament or create the hardware needed to have such objects function.


Pallas Brave
Race: Foreign Dwarf
Class: Paladin
Origin: Sunken Plateau
Physical Armament: Warhammer
Magical Armament: Ward magic, Earth magic
Scientific Armament: Pistol
Despite being known as a Dwarf, Pallas is one of the tallest of the Apprentices, and her valiant personality serves as a memory of those warriors at the Sunken Plateau, forever trapped to relive those final days. Her Creation motif are summoned walls, summoned "shrines" that she can defend, and summoned weaponry of her ancestors.

APPRENTICE UNIDENTIFIED


Johan Alba
Race: Human
Class: Rune Warrior
Origin: Bylophonia Keep
Physical Armament: Mace-Staff
Magical Armament: Gap magic
Scientific Armament: Pistol
Though curiously not an Anima like Alice, Johan's mere presence instills memories and emotions inside of objects, in turn making it vastly easier to evoke Anima, or at least bursts of power, from them. Consequently, he is a bit of a hoarder, although one can never be sure if the random junk he carries around is simply that or an Anima in the making. He stores much of it inside Gap pockets, and his Creation motif are his Anima.

Alice Wrigley
Race: Anima
Class: Curate
Origin: Esperer — Château de Pleurer (Vieux)
Physical Armament: Staff
Magical Armament: Mind magic, Vision magic
Scientific Armament: Pistol
Having been steeped in the eldritch memories and final moments of the former Château de Pleurer, any first meeting with Alice is usually one of intense disorientation. Her Creation motif specializes in distorting the world around her and creating illusions.

Vla'ir Ku'a and Kurainos
Race: Ce-ce'bore Ka and Demon
Class: Hunter
Origin: Butcher's Graveyard
Physical Armament: Organic scythe
Magical Armament: Shadow magic, Growth magic
Scientific Armament: Organic rifle
Although Vla'ir's body is partially possessed by Kurainos, another Demon that lives inside of the left part of his upper body, she has little relation with the original Flesh. Thus, her presence is one of cooperation, one that enables him to manipulate his flesh into weaponry and create projectiles — even if they bicker constantly. Their shared Creation motif enables them to summon hives that spawn creatures akin to the Flesh's, albeit under their control.

Anthos Menghu
Race: Cultivated tiger
Class: Sage
Origin: Shuidan Halls
Physical Armament: War fan
Magical Armament: Plant magic, Divination magic
Scientific Armament: Pistol
Anthos's boundless energy often manifests in plants flourishing and animals prancing around him. His Creation motif are corporeal cat spirits that hover around him, which become ferocious tigers when he is threatened.

APPRENTICE UNIDENTIFIED.


Ume Tudi
Race: Cultivated deer
Class: Sage
Origin: Four Saints' Memory
Physical Armament: War fan
Magical Armament: Plant magic
Scientific Armament: Pistol
Versus the spiritual fervor of Anthos, Ume prefers performance as his communication, and can often be found wandering the streets of Huang-Penglai, displaying his artistry. His Creation motif enables him to create or manipulate flowers and floral symbolism to his advantage.

Hedjhota Khent
Race: Human
Class: Weaver
Origin: Apeth Citadel
Physical Armament: Sewing needles
Magical Armament: Creation magic (weaving), Binding magic
Scientific Armament: Miniaturized loom set
Compared to his more violently-inclined cohorts, Hedjhota much prefers the peace and solitude of the Adventurers Guild Crafters branch, although his status as an Apprentice does mean that he has some ability for self-defense. His Creation motif consists of the development, creation, and placement of patterns — both tattoos and fabric designs —that provide buffs to his teammates.

APPRENTICE UNIDENTIFIED.

APPRENTICE UNIDENTIFIED.


Lusufa Mpimba
Race: Undead
Class: Rune Sculptor
Origin: Site Olusu Keya
Physical Armament: Chisel and hammer
Magical Armament: Decay magic, Equilibrium magic
Scientific Armament: Field amplifiers
Out of the Apprentices, Lusufa's rotting form and significant mood swings often distances him from others, and has lead to him being one of the lesser-known Apprentices. While he has managed to temper his own mind with his expertise in Equilibrium magic, most still remember him for his dangers and passion. His Creation motif allows him to call down idols or statues that provide field buffs or debuffs.

APPRENTICE UNIDENTIFIED

APPRENTICE UNIDENTIFIED

Zuria Cassius
Race: Human
Class: Wizard
Origin: Gala Teruel
Physical Armament: Dagger
Magical Armament: Faith magic, Wards magic
Scientific Armament: Pistol
As representative of the horrors of the Gala, Zuria is still followed by the remnant memories of the experiments there, as has always been the case for that zone's Apprentices, but aside from spates of night terrors and nightmares, their presences have been more so sources of strength and power in her magic and actions. Her Creation motif allows her to call upon the memories of Gala Teruel in combat.

Maxwell Bevilacqua
Race: Foreign Angel
Class: Paladin
Origin: Apocrypha
Physical Armament: Sword, Shield
Magical Armament: Faith magic, Light magic
Scientific Armament: Pistol
Although from a site of heretics, Maxwell's purity and total devotion — especially to Amalia Rose, who he refers to as "his goddess" — means that he is an absolute paragon of protection with his fellow Apprentices. His Creation motif are the wings that he can grant to himself or others for any variety of purposes.

Peter Balcazar
Race: Human
Class: Inquisitor
Origin: Witch Trial
Physical Armament: Mace-staff
Magical Armament: Faith magic, Binding magic
Scientific Armament: Pistol
Much like Maxwell, Peter's devotion to his faith has resulted in an Apprentice of unshakeable confidence and pride, whose steps resound with his determination that his god will lead him to victory, or at least, a determined fate. Neither boy is quite certain which of them is more devoted, but most know to step out of the way when they begin to bicker. His Creation motif allows him to summon counter-tech or debilitation circles.

Nitro Noble
Race: Cyborg
Class: Sniper
Origin: Imperialist Wreck
Physical Armament: Crossbow
Magical Armament: Code magic, Machine magic
Scientific Armament: Rifle
As a cyborg Apprentice, Nitro is unparalleled among them in his skill with Foreign computers. While his body is loaded with countless weapons, his greater interest is in the peaceful applications of technology, and he is often considered the male leader of this generation of Apprentices. His Creation motif rapidly creates software and AI, which can be embedded inside almost any object to turn it into a functioning robot.

APPRENTICE UNIDENTIFIED

Barry Tortona
Race: Human
Class: Tarocchi
Origin: Dance of Tarocco
Physical Armament: Pike
Magical Armament: Divination magic, magic mirror, Tarocco nexus
Scientific Armament: Pistol
As representative of the Dance of Tarocco, Barry naturally is a Tarocchi, specialized in using Tarocco cards in all manner of scenario, whether as weapons or as tools. Compared to even the older Tarocchi wizards, Barry has supreme control over his cards and the flow of luck in his area, making him a powerful support for the Apprentices. His creation motif involves the temporary summoning of his Tarocco cards and his ability to reflect the existence of anything in front of him with his magic mirror, enabling him to strike or help from odd angles.

Marcus Frgarson
Race: Pallouré
Class: Thief
Origin: Frgar Vaults
Physical Armament: Knife, spear
Magical Armament: Gap magic, Binding magic
Scientific Armament: Pistol
Even as a child, the tensions of La Friglas meant that the Friglans responsible for finding Marcus were hesitant to give him to the Guild, an incident that he hardly remembers and hardly seems to care for, considering his hyperactive and jovial personality. While even other Apprentices find his boundless energy and kleptomanic greed hard to be around, they still tolerate his presence. His Creation motif transmutes other resources into gold, crystals, gems, and other such precious materials.

APPRENTICE UNIDENTIFIED


Guðrún Hoddóttir
Race: Orc
Class: Rogue
Origin: Hoddmímis Hellir
Physical Armament: Knife
Magical Armament: Starlight magic, Gravity magic
Scientific Armament: Pistol
Whereas Marcus was hesitantly inducted, Guðrún hardly had any such issues at first, owing to her not being a Pallouré. Nonetheless, Marcus is her dearest friend, and the two often pull off heists and pranks together in the Friglan Adventurers Guild and beyond. Her Creation motif creates hand-sized celestial bodies — mass included — which enables her to create devastating gravity-bombs, or push and pull things around for Marcus.


Zurv Shans
Race: Xeros
Class: Wizard
Origin: Moonpearl Plateau
Physical Armament: Mace/Staff
Magical Armament: Fire magic, Molten magic
Scientific Armament: Flamethrower
The beautiful blue flames and orange magma of Zurv have always been a sight to behold for visitors to the Adventurers Guild — but it is the splendor of his fireworks that truly ought to be memorialized. His Creation motif enables him to summon fireworks and maintain a supreme control over them, whether powered by fire or pressurized lava.

Hanna Barbara
Race: Hadal
Class: Warrior
Origin: Gazyma's Midnight Sun
Physical Armament: Spear
Magical Armament: Art magic (music)
Scientific Armament: Pistol
As the representative of the Druzakh, Hanna is highly attuned to its music. Her artistry, though, is merely a vessel for her other forms of magic; when needed, she can flip over the back of her squid-hood and pluck the nodes across it in order to play music, eliciting effects. Her Creation motif is specialized in using her musicality for effects, whether as physical notes or blessings on her allies.

Marilyn Quirke
Race: Hadal
Class: Bandleader
Origin: Gazyma's Heart
Physical Armament: Hatpin, hat
Magical Armament: Art magic (dance, act), Entropy magic
Scientific Armament: Pistol
Whereas Hanna's presence is all in the music, Marilyn finds her magic in acting and dancing, and is often Hanna's performance partner when Johan isn't available. Through Entropy magic, she continuously recycles her energy and the emotions of others, leading to a constant amplification of passion. Her Creation motif allows her to rapidly form stages and sets in front of her, which enhances both her allies and especially other Art magic users.

APPRENTICE UNIDENTIFIED

Elizabeth Tia
Race: Hadal
Class: Wizard
Origin: Alph Network
Physical Armament: Sharp squid hood
Magical Armament: Growth magic, Water magic
Scientific Armament: Pistol
As one of the first Apprentices found — as per tradition — Elizabeth serves as their female leader alongside Nitro. Whereas he is of a more mechanical mind, Elizabeth usually acts as the group's big sister figure, and is usually the one to calm them down in times of distress. Her creation motif allows her to reanimate skeletons and fossils buried underneath her, using them as weapons or minions.

APPRENTICE UNIDENTIFIED

— Dungoneers—

Crusader Rus
Race: Human
Class: Crusader
Affiliated Region: Maivieux
Physical Armament: Spear and shield
Magical Armament: Magnetic magic
Scientific Armament: Magnetic manipulation device
Specialized for combat against Maivieux Meat that has mixed with Foreign machinery, Crusader Rus expertly manipulates his magnetism to disrupt opponent formations and strategy.

Tolstoy
Race: Dwarf
Class: Sage
Affiliated Region: Maivieux
Physical Armament: Staff-spear
Magical Armament: Warding magic, Runes
Scientific Armament: Force field generator
Though hardly amicable, Tolstoy's competence with his wards and shields have made him an invaluable partner for any Adventuring groups.

Coszcatl
Race: Furfolk
Class: Wizard
Affiliated Region: Quexzata
Physical Armament: Staff, Dagger
Magical Armament: Gravity magic
Scientific Armament: Gravity manipulation device
An Adventurer with Parfuhmerian ties, Coszcatl comes from a future Region. Though, her techniques with Gravity are hardly exotic, she is by no means a bad choice.

Richelieu
Race: Human
Class: Bishop
Affiliated Region: Ensia
Physical Armament: Staff, Mace
Magical Armament: Warding magic
Scientific Armament: Force field generator
To spread the goodwill of the Inquisition, Richelieu joined the Adventurers Guild. His defensive magic makes effective use of his piety, but don't think that he's exposed in close quarters.

6/8
Race: Hadal
Class: Bandleader
Affiliated Region: Wet Druzakh
Physical Armament: Cue stick
Magical Armament: Art magic (music)
Scientific Armament: Amplifiers
As one of the most renowned Bandleaders of the Druzakh, 6/8's magical waltzes can dictate motions, attacks, and defenses of whole battles.

Argent Ghost
Race: Robot
Class: Soldier
Affiliated Region: Ensian
Physical Armament: Armory
Magical Armament: Combustion magic
Scientific Armament: Armory
Although a failed experiment of the Gala Teruel, Argent Ghost is nonetheless an unparalleled force of firepower.

TEAM

Krdrlou, the Five Surfers: Where there's operations at sea, Krdrlou's desire for sick waves usually has them in the area. As Rail Shooters, their potency is highly dependent on planning routes for maximal damage.

Adjutor Marks
Race: Elf
Class: Rail Shooter (surfer)
Affiliated Region: Shirnijing
Physical Armament: Bow

Mardi Freeth
Race: Hadal
Class: Rail Shooter (windsurfer)
Affiliated Region: Thallian
Physical Armament: Crossbow
Magical Armament: Enchanted lantern
Scientific Armament: Railgun

Morwenna Boore
Race: Sapient whale/human
Class: Rail Shooter
Affiliated Region: Thryllasian
Physical Armament: Teeth
Magical Armament: Water magic, pearls
Scientific Armament: Embedded guns

Kiran Diego
Race: Windwalker
Class: Rail Shooter (kitesurfer)
Affiliated Region: Foreign
Physical Armament: Crossbow
Magical Armament: Air magic
Scientific Armament: Rifle

ADVENTURER UNIDENTIFIED


— Raider —


Ai-Ai
Race: Hadal
Class: Anointed
Affiliated Region: Wet Druzakh
Physical Armament: Spear
Magical Armament: Mind magic
Scientific Armament: Rifle
If the boss can't quite seem to focus, chances are that Ai-Ai's Mind magic is distracting it so he can come in for a kill.

Aflatun
Race: Xeros
Class: Knight
Affiliated Region: Dry Druzakh
Physical Armament: Spear
Magical Armament: Divination Magic
Scientific Armament: Rifle
Where there's chances, Aflatun's Diviniations will no doubt prove useful in ensuring the best choices.

Tenshin-Zo
Race: Elf
Class: Curate
Affiliated Region: Shirnijing
Physical Armament: Sword-Staff
Magical Armament: Anti-Binding magic
Scientific Armament: Counter-interference apparatus

Glorio
Race: Energy-Affiliated Demon
Class: Warrior
Affiliated Region: Krdatirn
Physical Armament: Spear
Magical Armament: Explosive enchantments
Scientific Armament: Grenade launcher

Reu'aer Glazt
Race: Air-Affiliated Demon
Class: Warrior
Affiliated Region: Thryllasian
Physical Armament: Wind-blade
Magical Armament: Wind magic
Scientific Armament: Light pulse rifle

Isaiah "KISS" Maslow
Race: Pallouré
Class: Warrior
Affiliated Region: Thallian
Physical Armament: War scythe
Magical Armament: Native Portal techniques, Air, Gap, Combustion
Scientific Armament: Rifle

While hardly unique, Isaiah's skill in combat with his portals have earned him the title of "KISS" — Keep it Simple, Stupid. Against enemies reliant on complex interactions of their abilities, complex machinery, and complex aesthetics, the detonations of Isaiah's portals are often devastating.
Farsight. Portals of this nature have a higher initial cost, but less growth.
Compression. Portals of this nature shrink anything that goes through them.
A very substantial, but short-lived swimming, flight, or terrestrial movement buff depending on scenario.
Instantaneous travel. Greatly increases cost and allows instantaneous travel as long as there is enough magical energy.
Explosive denial. Instead of the portal ejecting someone if they try to go through without enough magical energy stored, the portal instead detonates.
Rideshare. Portals use energy of the traveler instead of the host.

Our Savior Aleyanda Campbell
Race: Human
Class: Hero
Affiliated Region: Foreign
Physical Armament: Twin blades
Magical Armament: Foreign Light magic
Scientific Armament: Photon rifle
While young, Aleyanda was part of a controversial project in another realm known to use a tactic known as "isekai," wherein a truck was used to kill individuals in a parallel world in order to create superpowered individuals in the "isekai" realm. Aleyanda, as one of the results of this tactic, was a brutal combatant, but after the conclusion of the war between the two worlds, he returned to his former parallel home, where he came to realize the depths of his atrocities. From then on, he pledged to be a real savior, a real hero, alongside Wakeham, who he maintains a bantering relationship with.

Demon Prince of the Deepest Dungeons Wakeham Midgley
Race: Human
Class: Villain
Affilaited Region: Foreign
Physical Armament: Lance
Magical Armament: Foreign Dark magic
Scientific Armament: Rockets
Whereas Aleyanda was "isekaid" with immediate potency, Wakeham failed to realize his full potential among his peers, drawing their ire. Corrupted by his jealousy, he was susceptible to the manipulation tactics and dark arts of the demons of his world, ultimately leading to him abandoning his fellow "heroes;" from then on, he served their opponents as a strategist and legendary combatant, one who preferred to keep his former friends alive to glean intel by treating them, at least a little, as the humans they had once been. Still, he insisted that this was a sheer efficiency thing, and he ultimately allied himself with his original home during the parallel world-isekai world war, rather than his new one. After the conclusion, he too returned, only to find that he had been a criminal in his former life. Disgusted by how his karma and his inherent shortcomings constantly stopped him, Wakeham cast aside his old title and decided to work for the Adventurer's Guild alongside Aleyanda, in an attempt to find who he really was without external pressures.

Ash Clover
Race: Dryad (Meliae)
Class: Cleric
Affilaited Region: Foreign
Physical Armament: Knife
Magical Armament: Foreign Nature magic
Scientific Armament: Restoration hardware
As one of the few "isekai" individuals with inborn talents for healing magic, Ash and her abilities were an essential part in the war, although many of her peers rarely, if ever, appreciated her efforts beyond Aleyanda. Still, she served them faithfully, until some sort of incident caused her and her brother to both leave their association — and thus, both became the first "isekai" Adventurers. Peculiarly, Kitainu can often be seen trying to heal Ash when they are together.

Dodder Clover
Race: Faun
Class: Cleric
Affilaited Region: Foreign
Physical Armament: Knife
Magical Armament: Foreign Nature magic
Scientific Armament: Restoration hardware
As one of the few "isekai" individuals with inborn talents for healing magic, Dodder and his abilities were an essential part in the war, although many of his peers rarely, if ever, appreciated her efforts beyond Aleyanda. Still, he and his sister faithfully protected and reassured each other that this would be worth it in the end, and that they'd find some quiet after the war ended. When a certain incident challenged his tolerance, he was quick to flee with Ash into the World Machine, which they ended up in because of a faulty portal.

Lily of the West Valley
Race: Dryad
Class: Druid
Affiliated Region: Ensian
Physical Armament: Thorn whip
Magical Armament: Nature magic
Scientific Armament: Portable greenhouse

Speedrunners
Simply put, no other Adventurer matches the absurd damage output of this Team, whose membership expands and contracts based on Dungeon or Raid. However, there is always a core group of 5 — a group that the Adventurers Guild widely regards as the most effective in obliterating a single target.

Ronin Kurosawa
Race: Oni
Class: Jianke
Affiliated Region: Southern Shirnijing
Physical Armament: Sword
Magical Armament: Blood magic, Entropy magic
Scientific Armament: Rifle
An Oni renowned for his strength and dexterity, Kurosawa's bloodthirst was infamous even among the Oni, and he ultimately left his clan in favor of the Adventurers' Guild brand of violence. Against his enemies, Kurosawa is equally capable of unleashing vicious flurries or powering for a single strike, with his Entropy magic causing him to accelerate increasingly as battles rage on.

Mario Snowden
Race: Cyborg
Class: Hacker
Affiliated Region: Foreign
Physical Armament: Daggers
Magical Armament: Code magic, Machine magic
Scientific Armament: Rifles, drones, CORE-Tech weaponry
As one of the proteges of Commander Caliburn, much was expected of Mario, who indeed demonstrated impressive ability in developing his mentor's CORE-Tech Teleportation systems. While he insists that his work is hardly anything like what he expects from Caliburn after all of these years, Mario is nonetheless a remarkable analyst with an array of powerful buffs and debuffs, whose abilities massively augment the Speedrunner's offensive capabilities.

Olga, Mistress of Flames
Race: Jötunn
Class: Sage
Affiliated Region: La Friglas
Physical Armament: Mace
Magical Armament: Consumption magic, Binding magic
Scientific Armament: Rifle
Functioning primarily to support Ronin Kurosawa, Olga's objective is to extract, isolate, and execute those that might threaten the team's primary damage, or otherwise offer them to him. If that is unnecessary, she is equally as capable of weaving her own spells to consume and sacrifice her opponents to the Ronin.

Danmaku Raiders
While not officially a team, the Danmaku subset of Raiders are a group of Adventurers with a similar combat method of top-of-the-line evasive maneuvers, at the price of very little health and damage.

#0 Conrad Heyst, Commander of the Danmaku
Race:
Class:
Affiliated Region: The Wastes
Physical Armament:
Magical Armament:
Scientific Armament:

#1 Baily-Halcyon, Hail-Covered Dragonknight
Race:
Class: Dragonknight
Affiliated Region: Ensian
Physical Armament:
Magical Armament: Ordo magic
Scientific Armament: Anti-shield firearms
Paired with Menzhen, Ethereal Form.

#2 Menzhen, Ethereal Form
Race:
Class: Dragon Sage
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#3 Cathedral, Fleet Commander
Race:
Class: Carrier
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#4 Rhododendron, Queen Bee
Race:
Class: Queen
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#5 Dorothy Lonsdale, Crystalline Captive
Race: Human
Class: Witch
Affiliated Region: Ensian
Physical Armament: Bow
Magical Armament: Crystal matrix (Shadow, gap, decay)
Scientific Armament: Missile launcher
A former Apprentice of the Witch Hunt, Dorothy manipulates crystals to focus her destructive powers.

#6 Antonia Dumont, Conductor of Battle
Race: Hadal
Class: Bandleader
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#07 Bombyx Gaze, Great Moth
Race:
Class: Sage
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#8 Marsa Lightning, Jupiter's Witch
Race: Human
Class: Witch
Affiliated Region: Ensian
Physical Armament: Bow
Magical Armament: Drones (Gravity)
Scientific Armament: Rifle

#9 Whitney Michael, Blade-Flyer
Race:
Class: Rune Warrior
Affiliated Region:
Physical Armament:
Magical Armament:
Scientific Armament:

#10 Irreverence, Winged Serpent
Race:
Class: Fighter
Affiliated Region: Foreign
Physical Armament:
Magical Armament:
Scientific Armament:

#11 Spitfire Johnnie, Dogfight Ace
Race: Anima
Class: Fighter jet
Affiliated Region: Foreign
Physical Armament: Repeating crossbows
Magical Armament: Autocasters (Combustion, Machine)
Scientific Armament: Autocannons
Originally a fighter jet whose long-gone pilot thirsted for battle, Spitfire Johnnie honors his previous owner's memory through the exhilaration of Danmaku.


— Errand Runner —

Mimic Jones
Race: Mimic
Class: Thief
Affiliated Region
Physical Armament: Teeth
Magical Armament: Gap magic
Scientific Armament: Missiles


— Recon —

Libet Leyland
Race: Hadal
Class: Bandleader
Affiliated Region: Wet Druzakh
Physical Armament: Bass
Magical Armament: Art magic (music)
Scientific Armament: Rifle

Hemlocke Sherms
Race: Lizard
Class: Detective
Affiliated Region: Foreign
Physical Armament: Tail
Magical Armament: Charm
Scientific Armament: Rifle


— Gatherer —

Zacharie du Bois
Race: Human
Class: Lumber
Affiliated Region: Maivieux
Physical Armament: Hatchet
Magical Armament: Hatchet
Scientific Armament: Hatchet

King Christmas
Race: Ice Elemental
Class: Mining
Affiliated Region: La Friglas
Physical Armament: Pickaxe
Magical Armament: Haste enchantments, Gap magic
Scientific Armament: Drill


— Crafter —

Hops Pulfer
Race: Homunculus
Class: Alchemist
Affiliated Region: Thallian
Physical Armament: Dagger
Magical Armament: Portable alchemical lab
Scientific Armament: Portable chemistry lab

Vigée-Lebrun
Race: Human
Class: Painter
Affiliated Region: Maivieux
Physical Armament: Paintbrush
Magical Armament: Creation magic, Pipe magic, Art magic (Visual)
Scientific Armament: Holographic artboard


— Commanders —

Nelson Fortuna
Race: Golem
Class: Aircraft Commander
Affiliated Region: Surface Druzakh
Physical Armament: Blimps, rudimentary airplanes, flying beasts
Magical Armament: Magically-empowered flying machines/creatures
Scientific Armament: Jets, helicopters
Personnel: 5,324
Commanding an entire aircraft carrier with a wide array of flying machines, Nelson Fortuna's ship has often been a sight for sore Adventurers, and his presence has often shifted the weight of battles.

Nrzkumba
Race: Assorted
Class: Terraforming Mobile Factory
Affiliated Region: The Wastes
Physical Armament: Siege weapons, cannons
Magical Armament: Spellcasting systems
Scientific Armament: Energy weapons, railguns, drones
Personnel: 43
Although its rickety frame and shaky movements inspire more uncertainty than confidence, Nrzkumba's form houses countless weapons that enable it to be a fortress on any battlefield. Once its operation is done, though, its primary purpose — the creation and maintenance of vast swathes of fertile land — can be used to great effect.

Ace 154038
Race: Anima
Class: Cargo Helicopter
Affiliated Region: Foreign
Physical Armament: Ballista
Magical Armament: Autocasters (Combustion, Air, Ward)
Scientific Armament: Machine guns
Personnel: 2
While manned by little more than a pilot and its Anima, Ace 154038's power comes from the sheer size of its cargo bay, enabling it to ferry in or fly out squadrons of Adventurers or supplies to last them.

Amos of the Flock
Race: Human
Class: Inquisitor
Affiliated Region: Ensian
Physical Armament: Crook
Magical Armament: Faith magic, Puppet magic
Scientific Armament: Rifle
Personnel: 176
Consisting of a shepherd and his enormous flock of sheep, Amos is usually not thought of as a combatant — an underestimate that is often proven false when he begins ordering the sheep. Able to rapidly construct buildings from their own fleece, group together to create vast war machines, rapidly produce and grow new lambs, or even detonate in lethal explosions of fluff Amos's presence on the field is often a surreal sight.


— Miscellaneous —

Narci Ambrosio
Race: Human
Class: "Host" (i.e. none)
Service: Persuasion, conversation, company, charming
Affiliated Region: Thallian
Physical Armament: Charm
Magical Armament: Charm
Scientific Armament: Charm

Lead Elvis
Race: Magma elemental
Class: Musician
Service: Concerts
Affiliated Region: Maivieux
Physical Armament: Embedded bass, embedded guitar
Magical Armament: Magical amplifiers
Scientific Armament: FT amplifiers

Naumachía
Race: Human
Class: "Party Manager" (i.e. none)
Service: Event planning
Affiliated Region: Thallian
Physical Armament: Glowsticks
Magical Armament: Glowsticks, Gap magic
Scientific Armament: Glowsticks
A peculiar Adventurer specialized in event planning rather than anything of more definitive use, Naumachía


— Dungeons —

Thryllasian Region
Heraldry of The Four Kings: a temple located at the center of The Four Kings, this volcanic dungeon is populated by the Anima of old A'yuh-lein technology.
Sunken Plateau: a bygone relic of another universe's excursion into the Thryllasian Region, the Sunken Plateau is haunted by Wights and Foreign Demons alike, who seek to drag Adventurers into the watery graves below.

Maivieux Region
Bylophonia Keep: home to the Bylophobia Vinyl and Monarch's Heart, who aim to spread the Flesh's dominion by corrupting other objects with bad music.
Esperer — Château de Pleurer (Vieux): the former Esperer — Château de Pleurer before it was lost to the Flesh. Now dominated by the mishmashes of flesh, people, and snakes, this is a frequent site for Adventurers' Guild dungeon runs.

Southern Shrinijing
Shuidan Halls: located nearby the temple complex of Chi Lai Co, these old hallways were once the site of intense alchemical research. While much of the research was transferred out during the slow decay of Kattazhu, much of the heavier equipment was left behind for the usage of curious Spirits, animals, and Oni, many of which slowly cultivated themselves into less primitive states. Still, they are fiercely protective of their new home.
Oni's Challenge Hall: it is a great honor for any Adventurer to be invited to the Oni village for their prowess in combat, but their Hall allows anyone to enter and fight — if they're not afraid.

Krdatirn Region
Apeth Citadel: shortly after the cataclysm that created The Wastes, this citadel of the Nkijkan empire held out just long enough to ensure the successful escape of some towns and cities at the northern edge of the inner Nkijkan districts, although it too would fall to the curse. Today, the remnants of ancient technology, powered by the shadows that slayed them, continue to protect the precious treasures within.

The Wastes
Site Olusu Keya: the former resource center of a bygone empire, the curse of the Druzakh Region led to the collapse of the immediate lake, leaving behind just the island of Olusu Keya. Once corrupted, Olusu Keya's exhaust become a heart of darkness that infected the remaining inhabitants at the old capital.
Nayajkiva: the bygone empire of Nkijka's capital, the dark sands of time have long since buried the city streets. Tunneling creatures have managed to create vast networks for plucky Adventurers, and the transformed remains of the inhabitants still stalk the roads in a pale mockery of their old lives.

Ensian Region
Gala Teruel: while most experiments were culled or confiscated, their memories and agonies persisted in the laboratory, alongside Bandits.
Apocrypha: sometimes, the most well-meaning of Inquisitors take their objectives too far, and one especially pious Myerdan king had this vast prison network established for the Inquisition, in hopes that it would dissuade heresy. While historians debate its efficacy, the Wights that remain are undeniable proof of the worst of it.

Thallian Region
Imperialist Wreck: a former battleground between World Machine civs and an invading spacefaring one, this dungeon is centered around an invading capital ship and its ruined fleet.
Primavera: ages ago, after the collapse of Nkijka, a Thallian expedition found a baby of immense power. So began the discovery of those who are today designated as Apprentices, who were once entrusted with the Adventurers that found them, who usually acceded to their rulers' demands to receive them. Ultimately, the temptation of this power led to a war that concluded with devastating duel between two Apprentices — Mbunzi of Nkijka and Valikoto, versus Pelagius of Olusu Keya and Myerdas. The duel concluded with both slaying one another simultaneously, alongside the creation of an eternal-spring beech grove, born of Mbunzi's dying wish to live free. Thus, the Adventurers' Guild, unwilling to trust the empires and kingdoms with such valuable loot, announced that they alone would be entrusted with the Apprentices, to be raised as normal as can be, and possibly to be Adventurers in the future.

La Friglas Region
Frgar Vaults: an old Dwarven King of the Mountain Halls left his greatest treasures within these vaults, but the desperation of Friglan warriors led to the pillaging of the Vaults — and, shortly thereafter, the Jötnar descended, leaving few survivors of Frgar proper. Today, the vengeful Wights of the Dwarfs and King of the Mountain Halls prowl and hunt unwary Adventurers.

Druzakh Region
Moonpearl Plateau: an ancient remnant of the former civilization that existed here, the Moonpearl Plateau consists of a vast temple complex, with its titular Moonpearl at the front. With the constant threat of Druj leaving it, though, the Plateau's area is far more militarized versus other Dungeons.
Gazyma's Midnight Sun: to commemorate his wealth, Captain of Industry Gazyma Rockairn created an enormous garden and courtyard that led up to his mansion. As with his Heart, though, his obsession has led to an enormous amount of Wights and other monsters, ready to hunt any unready adventurers.

Multiple
Alph Network: it is said that all seas lead to the Druzakh, but it took the discovery of this bizarre subterranean river network to confirm that theory. Consisting mainly of drained Wights and solitary deep-sea creatures, most journeys through Alph are mainly questions of exploration and scanning rather than combat, though what few aggressors do exist rarely make their presence known until far too late.

External
Psytrine Containment Bay
While Psytronius has allowed very few Adventurers into its old laboratory, some operations have seen limited success, namely in Grim Toxins, Sea Theater, The Winter Museum, The Red Code, and Foreman Base.


— Raids —

Thryllasian Region
The Gatekeeper's Basement: despite The Gatekeeper's immense success, some beasts are just too vicious to be tamed, and their memory persists in this flooded basement.

Maivieux Region
Butcher's Graveyard: where the eldritch invader was slain, this raid has Adventurers fight their way through the old organs of the creature.

Southern Shrinijing
Four Saints' Memory: in a desperate attempt to bring back their beloved Nayajkivan lovers' home, four young Kattazhu men sacrificed themselves and their beloved to recreate the city from their memories. Unfortunately, the ritual annihilated them, and today, only their memories remain in the temple, guarded over by angered Su-Bunchuni and other such spirits that had tried to stop their attempt.

Krdatirn Region
Sandworm Chasm: a vast, weaving cave that leads to the home of the Sandworms that variously plague and bless the Krdatirn Region. At its core lies the Nesut Sandworm, the progenitor of all sandworms who sharpens her skills with constant duels with Adventurers.

The Wastes
Black Heart: located at the center of Site Olusu Keya, the bygone workers have been transformed into hulking beasts hardly reminiscent of the people they once were. They are governed over by the former supercomputer, which has long since been corrupted by the darkness.

Ensian Region
The Witch Trial: not all heretics in the Ensian Region are entirely heretics; sometimes, it is in those last moments they recognize their failures, that they realize there may have been a chance. Their memories permeate this charred ritual circle and shattered temple, one desecrated by the Inquisition to ensure that none would again wield the powers of Wights and other vengeful spirits.

Thallian Region
Dance of Tarocco: an old king, two generations after the Thallian monarchy was purchased, resented the power of the merchants, and sought a method to slay them all and finally regain his sovereignty. Thus, on one fateful summertime ball in the king's palace in Old Valikoto, all of these businessfolk were invited — and a horrid beast, the Hydra Tarocco, was released to feast upon them. From then on, it rested in the palace's flooded basement, and the citizenry evacuated from their city to form new Valikoto across the strait.

La Friglas Region
Hoddmímis Hellir: where the greatest of the Jötnar was slain, this gnarled tree is a lone brown against the white and grey of the Friglan mountains, but its small size leads to a vast tunnel complex where the unused remnants still remain, adorned by the valuable sacrifices of the Jötnar and Friglan humans alike — reverence and fear. Those legendary warriors of both are often entombed here, and their spirits are always available for a good battle.

Druzakh Region
Gazyma's Heart: the former remains of the bygone Captain of Industry Gazyma Rockairn, Gazyma's demise led to this mansion falling into disrepair, and it ultimately become populated by the Wights of shattered dreams, whose horrid cries embody the pain of a broken man. Yet, in this antiquated home, there's something more here: the mansion's basement has rotted away, revealing the vast depths of some unknown chasm, one that Adventurers have felt to be the mythic Womb of the Druzakh.

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